Management and Protection of Creative Works in a Virtual Environment

ABSTRACT

The present disclosure provides various novel concepts to a video game environment. The disclosure describes video game environments that include a method and system for protecting intellectual property including creative, intellectual, or artistic works including, but not limited to, poems, plays, and other literary works, movies, choreographic works, musical compositions, audio recordings, paintings, drawings, sculptures, photographs, software, radio and television broadcasts and industrial designs created by players and characters for use in the virtual environment.

PRIORITY CLAIM

The following application is a continuation-in-part of U.S. patentapplication Ser. Nos. 11/428,263, “Video Game Environment” filed Jun.30, 2006 and 11/620,563 “Copyright of Digital Works in a VirtualEnvironment” filed Jan. 5, 2007, each of which is hereby incorporated byreference.

BACKGROUND

Video games, such as World of Warcraft and Virtual Worlds, such asSecond Life and Eve, which are accessible to multiple players via aserver, peer to peer network are well known. For example, hundreds ofthousands of players access games known as massive multi-player onlinegames (MMOGs) and massive multi-player online role playing games(MMORPGs). Players of these games customarily access a game repeatedly(for durations typically ranging from a few minutes to several days)over a given period of time, which may be days, weeks, months or evenyears. The games are often constructed such that players pay a periodicsubscription price (e.g., $15 per month) rather than, or in addition to,paying a one time purchase price for the game. Often, though notnecessarily, these games have no ultimate “winner” or “winning goal,”but instead attempt to create an enjoyable playing environment and astrong player community.

It would be advantageous to provide improved methods and apparatus forincreasing the enjoyment and/or longevity of video games including, butnot necessarily limited to MMOGs and MMORPGs.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram depicting a network according to an embodimentof the present disclosure.

FIG. 2 is a block diagram depicting an embodiment of the presentdisclosure.

FIG. 3 is an embodiment of a method of examining a creative work.

FIG. 4 is a block diagram depicting an embodiment of the presentdisclosure.

FIG. 5 is an embodiment of a method of subscribing to a subscriptionservice.

FIG. 6 is a block diagram depicting an embodiment of the presentdisclosure.

DETAILED DESCRIPTION Definitions:

Unless stated to the contrary, for the purposes of the presentdisclosure, the following terms shall include the following definitions:

Alert—Includes the communication, transfer or storage of informationwith, by, between or among any two or more real, virtual or computergenerated entities involved in a virtual environment. Such a transfermay take place between the virtual and real world, may be limited to thevirtual world, may be limited to virtual world devices, may be limitedto the real world, or may be limited to real world devices. An alert maybe triggered by an alert event.

Alert Event—Includes any event which triggers an alert. Such events maybe initiations or completions of missions, transactions, communications;changes in the status of events in the virtual world, for example, achange in availability, a change in a trend, a change in price, or thealteration of any other aspect of an object or entity in a virtualenvironment.

Avatar—includes the virtual representation of a player character.

Billing Information—includes any information pertaining to billing aplayer for playing a game, accessing a game, purchasing goods orservices, or any other reasons. Billing information may include suchreal world information as a billing address, credit card account number,bank account number, pay pal account number or other paymentfacilitator, or the account number of any other financial entityproviding a real world credit line or any other payment-relatedinformation.

Blueprint component—may include any sub sections of a virtual blueprintthat can be treated as a whole. For instance, the hilt and blade of asword blueprint or components. Blueprint components can be items thatare made from their own blueprints. For example the tire blueprintcomponent for a virtual car can be assembled from the tire blueprint.

Character Account—includes an account that tracks character attributes.

Character Attribute—includes any quality, trait, feature orcharacteristic a particular Character can have that is stored in thecorresponding Character Account or is otherwise generally associatedwith a Character or Character Account. Character Attributes may include,but are not be limited to:

-   -   1. A character score    -   2. A genetic profile or makeup    -   3. A ranking    -   4. A relationship with another character    -   5. A score for subsequent matching of later game parameters    -   6. A skill or skill level    -   7. A synthetic voice    -   8. A virtual object    -   9. The ability to join groups of other players at a later time    -   10. The physical appearance of a character    -   11. An emblem or mark    -   12. Virtual currency    -   13. Virtual help points or credits    -   14. A character's avatar    -   15. A character's clothing or other personal effects

Character Life—includes a fixed or variable, finite or infinite periodof virtual or real world time that a player character can exist in agame environment.

Character or “player character”—includes a persona created andcontrolled by a player in a video game, such as an avatar.

Character Skills—includes game attributes inherent in or acquired by aplayer character during game play such as, but not limited to: theability to cast (certain) spells, foretell the future, read minds, use(certain) weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

Computer Generated (CGC) or Non-Player (NPC) Character—includes anycharacter that is controlled by the game system and/or a computerprogram and/or rules established by the game system and/or a player andnot by a player on a continuous basis.

Credit Card—includes a credit instrument issued by a real or virtualworld institution or entity to a player that allows the player to makepurchases by providing an account identifier (e.g. a credit card number)rather than cash or other currency. An example is a credit card likethose issued by Visa, MasterCard, Discover or American Express. For thepurposes of the present disclosure, the term “Credit Card” is intendedin a very broad sense and is not limited to those situations in which aplayer's purchases are made on credit (i.e. where payments for thosepurchases is not due until a later time) but also includes financialinstruments such as debit cards, check cards, lines of credit and thelike.

Game Environment—includes a particular level or area within a virtualworld. Each game environment may have its own rules, regulation,currency, government, managers, etc. Game environments may exist withinother game environments.

Game environment manager: entity that administers a game environment.The game environment manager may be a character, player, group ofcharacters, group of players, NPC, group of NPCs, committee, company,religion, government, business entity, third party, rules, self adaptingsystems, e.g., genetic algorithms, or any combination thereof.

Game Objective or Game Goal—includes a desired state, condition, result,action, cessation of action, or a desired outcome and/or change or adelay in change to any of the preceding.

Game performance parameter—includes any aspect of a Video Game by whicha player character's, CGC's or NPC's performance can be measured. GameParameters shall include, but not be limited to:

-   -   1. accuracy with weapons    -   2. achieving deity or other status    -   3. Completing all or part of a mission    -   4. decreasing or increasing Karma Points    -   5. earning a higher rank in an army    -   6. earning income    -   7. the proper weapon    -   8. getting married    -   9. getting through or to a certain geographic area    -   10. getting, buying, exchanging or learning a new skill or        player attribute    -   11. having a child    -   12. status or caste    -   13. kill/death ratios    -   14. killing a certain character/creature    -   15. obtaining, buying, trading, producing or developing raw        materials    -   16. obtaining, creating or modifying an object    -   17. producing goods or services    -   18. Reaching a certain level or score    -   19. Playing for a certain period of time    -   20. solving a puzzle    -   21. using or obtaining an ability or technology    -   22. completing a game objective    -   23. Winning a match against another player character or computer        generated character    -   24. winning an election among two or more player characters    -   25. assisting other player characters with any of the above.    -   26. the speed of accomplishing or changing the rate or trends        and/or failure to complete of any or all of the above.

In-game Marketplace—includes a virtual environment where Characters canexchange items, attributes, or any other exchangeable game element.

Item Attributes-shall include any attributes of a virtual item in a gameenvironment. For example, effective use of item attribute for virtualarmor could be “plus 2 strength for improving player character wearingthe armor.

Novice Player—includes a player that is relatively new to a game or gameenvironment, and/or is identified as requiring the help of an expert tocomplete a Game Parameter.

Player—includes an individual who can register an account with a VideoGame Central Server or within a peer-to-peer or other network and createCharacters that can interact with other Characters in a VirtualEnvironment, and/or that can authorize a NPC to act on the player'sbehalf.

Player Account—includes an account on the Video Game Central Server orwithin a peer-to-peer or other network that contains a Player profileincluding personal, billing, and character account information.

Player Attribute—includes any attribute that can be applied to a playeraccount. Player Attributes may include, but are not be limited to:

-   -   1. Discount of monthly fees for playing game.    -   2. Interest rates for use of or borrowing real or virtual cash        amounts.    -   3. Monthly fee for playing a game    -   4. Real Currency.    -   5. Rewards for encouraging another player to signup to play.    -   6. Global character attribute settings for all characters        created by player across multiple games    -   7. Any one or more game performance parameters    -   8. Or any one or more or combination of the forgoing

Player to Player Contract—includes a real and/or virtual but bindingcontract between player characters that allows the players to provide orexchange game attributes to one another. Once a player-to-playercontract is established, the game server or peer-to-peer or othernetwork automatically distributes acquired game attributes between theplayer characters based on the contract conditions.

Real Cash Value—includes the value in real dollars of the virtualcurrency or obligation. This value can be determined by multiplying thevalue of a virtual currency amount by the current exchange rate to realdollars.

Registration—in the context of a creative right, includes the process ormechanism by which an entity is given an enforceable right with regardto a creative work. Exemplary rights could include, but are notnecessarily limited to, the right to use, sell, or make, the right toexclude others from using, selling, or making, the right to reproduce,the right to prevent other from tainting or tarnishing the work, theright to goodwill associated with the work, etc.

Registerable—in the context of a creative right, includes the idea thata creative work is in a condition for registration. For example, if acondition for registration is novelty, a work must be novel in order tobe registerable.

Registratability—in the context of a creative right, includes thedetermination of whether or not a creative work is registerable.

Total virtual obligation amount—may include the total amount of thevirtual financial obligation(s) associated with a player character'saccount or a given transaction.

Video Game—includes a game played on a Video Game Console that may ormay not be networked to a Video Game Central Server or within apeer-to-peer or other network.

Video Game Central Server—may include a CPU, memory and permanent ortemporary storage that is connected to multiple Video Game Consoles thatallows for Massive Multi Player Online Video Games to be played.

Video Game Console—includes any device comprising any one or more of aCPU, memory, optional permanent storage and/or other components residingat a player location that can allow for the interaction with or playingof video games. Examples include, home PCs, PDA's, Cell Phones,Microsoft Xbox, and Sony Playstation and/or any devices attachedthereto, e.g., hand controllers, joysticks, headsets, etc.

Virtual—includes in a video game environment or other intangible orcomputer generated item, character, or space.

Virtual Blueprints—includes virtual designs for virtual items thatinclude information such as dimensions, materials, skills, and othervirtual items or attributes that are required to assemble a virtual itemspecified by the blueprint. Virtual Blueprints may define virtualobjects, and/or business methods, business processes, software, games,costs, prices, and/or definitions to create any or all of the foregoing.

Virtual Blueprint Registration number—may include a virtual registrationnumber assigned to a virtual blueprint.

In Game Patent Office—includes an entity in connected to a gameenvironment where blueprints and/or copyrights can be registered.

Digital Patent—includes the registration of a virtual blueprint with avirtual patent office and/or issuance of a virtual patent number to avirtual patent application.

Virtual Contract—includes an enforceable agreement between a firstplayer character and either another player character, a game server, ora third party. Some examples of virtual contracts are provided in U.S.patent application Ser. Nos. 11/355,232, 11/279,991, 11/624,662,11/611,050, 11/621,880, 11/621,886, and Provisional Patent ApplicationSer. No. 60/652,036, each of which is hereby incorporated by referencein its entirety.

Virtual credit card—includes a financial instrument issued in a virtualenvironment by a real or virtual world institution or entity that actsin the virtual environment for virtual currency the way a real worldcredit card acts in the real world for real currency.

Virtual Credit Score—includes a score given to players or playercharacters or NPC's in a video game based on one or more of thefollowing criteria, including, but not limited to: one or more gameperformance parameters or character attributes, the virtual assets theypossess, the age of the character account, the type of account, e.g.basic or premium, the available credit line of the credit cardassociated with the account, the existing virtual financial obligationsof the player character account, the player character's payment historyincluding days to pay, amounts overdue or delinquent, and/or the playercharacter's real world credit score, and/or any other data orinformation stored or available or associated with such player, playercharacter and/or any other factors used or available in the real worldthat can be used to determine a credit score.

Virtual Creditor—includes a first player character or other entity whois owed a virtual obligation by a second player character.

Virtual Financial Account—includes a virtual account issued to a playeror player character by a virtual bank, virtual creditor, game server orthird party where virtual cash can be deposited and withdrawn.

Virtual Financial Intermediary—includes virtual institutions includingvirtual creditors, depository institutions, contractual savings and loaninstitutions, and investment intermediaries which offer financialproducts and services for use within the virtual environment. Thevarious financial intermediaries available in the virtual environmentmay each serve different or overlapping purposes and provide means forusing, saving, borrowing and transferring currency. Such virtualfinancial intermediaries may or may not have a real world counterpartand/or interact with one or more other virtual or real world financialintermediaries.

Virtual Financial Obligation—includes an agreement by a player or playercharacter or entity to pay one or more game attributes to another playeror player character, NPC, entity, third party, other financialinstitution or game server or owner. This obligation can be a one timepayment, or multiple payments over time. The obligation or agreement canspecify that payments are due on virtual or real dates using virtual orreal currency.

Virtual Financial Obligation Value—includes the in game value of theobligation. For virtual cash the value may be stated as a virtual and/orreal cash amount. For other game attributes, the value can be determinedby generating a virtual cash market value for the item based on thecurrent value in an online marketplace or exchange or any otherapplicable means. The value of the obligation may be fixed or variableand may also be set as a condition of the player contract and/or by thegame server or other entity.

Virtual Resource Assignment—may include the act of assigning resourcesto components of a virtual blueprint and/or the database record createdfrom the act.

Virtual World—includes a world or interactive environment or other videogame created, maintained and/or operated within an online game such asWorld of Warcraft, or a virtual community such as Second Life, Eve orThere.com.

The term “variation” of an invention includes any embodiment of theinvention, unless expressly specified otherwise.

The term “variation” of an invention includes any embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notnecessarily imply that the referenced embodiment is mutually exclusivewith another embodiment (e.g., an embodiment described before thereferenced embodiment), unless expressly specified otherwise.

The terms “include”, “includes”, “including”, “comprising” andvariations thereof mean “including but not limited to”, unless expresslyspecified otherwise.

The term “consisting of” and variations thereof includes “including andlimited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in this patent application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The terms “such as”, and/or “e.g.” and like terms means “for example”,and thus does not limit the term or phrase it explains. For example, inthe sentence “the computer sends data (e.g., instructions, a datastructure) over the Internet”, the term “e.g.” explains that“instructions” are an example of “data” that the computer may send overthe Internet, and also explains that “a data structure” is an example of“data” that the computer may send over the Internet. However, both“instructions” and “a data structure” are merely examples of “data”, andother things besides “instructions” and “a data structure” can be“data”.

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like. Itdoes not imply certainty or absolute precision, and does not imply thatmathematical processing, numerical methods or an algorithm process beused. Therefore “determining” can include estimating, predicting,guessing and the like.

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers and computingdevices. Typically a processor (e.g., one or more microprocessors, oneor more microcontrollers, one or more digital signal processors) willreceive instructions (e.g., from a memory or like device), and executethose instructions, thereby performing one or more processes defined bythose instructions.

A “processor” includes one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof. Thus adescription of a process is likewise a description of an apparatus forperforming the process. The apparatus can include, e.g., a processor andthose input devices and output devices that are appropriate to performthe method. Further, programs that implement such methods (as well asother types of data) may be stored and transmitted using a variety ofmedia (e.g., computer readable media) in a number of manners. In someembodiments, hard-wired circuitry or custom hardware may be used inplace of, or in combination with, some or all of the softwareinstructions that can implement the processes of various embodiments.Thus, various combinations of hardware and software may be used insteadof software only.

The term “computer-readable medium” includes any medium thatparticipates in providing data (e.g., instructions, data structures)which may be read by a computer, a processor or a like device. Such amedium may take many forms, including but not limited to, non-volatilemedia, volatile media, and transmission media. Non-volatile mediainclude, for example, optical or magnetic disks and other persistentmemory. Volatile media include dynamic random access memory (DRAM),which typically constitutes the main memory. Transmission media includecoaxial cables, copper wire and fiber optics, including the wires thatcomprise a system bus coupled to the processor. Transmission media mayinclude or convey acoustic waves, light waves and electromagneticemissions, such as those generated during radio frequency (RF) andinfrared (IR) data communications. Common forms of computer-readablemedia include, for example, a floppy disk, a flexible disk, hard disk,magnetic tape, any other magnetic medium, a CD-ROM, DVD, any otheroptical medium, punch cards, paper tape, any other physical medium withpatterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any othermemory chip or cartridge, a carrier wave as described hereinafter, orany other medium from which a computer can read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) are well known and could be used to store and manipulate thedata types described herein. Likewise, object methods or behaviors of adatabase can be used to implement various processes, such as thedescribed herein. In addition, the databases may, in a known manner, bestored locally or remotely from any device(s) which access data in thedatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, or a combination of any of the above).Each of the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

DESCRIPTION

Massive multi player online games (MMOGs) or massive multi-playerrole-playing games (MMORPGs) are computer game, which are capable ofsupporting hundreds, thousands, or millions of players simultaneously.Typically, this type of game is played in a giant persistent world wherethe game continues playing regardless of whether or not real players arelogged in. Players commonly access these games through a network such asthe Internet, and may or may not be required to purchase additionalsoftware or hardware in order to play the game. Such networks allow forpeople all over the world to participate and interact with each other ina virtual environment. The present disclosure provides systems andmethods which contribute to the stability, viability, evolution andlongevity of such a game and may increase revenues generated by suchgames and/or its participants, e.g., players.

The herein described aspects and drawings illustrate componentscontained within, or connected with other components that permit play inthe virtual environment. It is to be understood that such depicteddesigns are merely exemplary and that many other designs may beimplemented to achieve the same functionality. Any arrangement ofcomponents to achieve the same functionality is effectively associatedsuch that the desired functionality is achieved. FIG. 1 provides anexemplary network which may be used to support a virtual environment.

Referring to FIG. 1, a network 10 according to one embodiment includes acentral server 20 in communication with a plurality of video gameplaying units (or consoles) 18. Those of ordinary skill in the art willappreciate that any number of video game playing units or consoles maybe in communication with the central server. Typically, the number ofvideo game playing units, i.e., consoles, changes at various times asplayers join games and as players stop playing games. Similarly, morethan one server may operate to coordinate the activities of the videogame playing units, as is well known in the art.

Central server 20 may comprise any computing device (e.g., one or morecomputers) capable of communicating with other computing devices. Theserver 20 typically comprises a processor which is in communication witha storage device, such as an appropriate combination of RAM, ROM, harddisk, and other well known storage media. Central server 20 may compriseone or more servers, personal computers, web servers, dedicated gameservers, video game consoles, or any combination of the foregoing, orthe like.

Each video game device or console 18 may comprise any device capable ofcommunicating with central server 20, providing video game informationto a player, and transmitting the player's desired actions to thecentral server. Each video game device typically comprises any one ormore of a processor which is in communication with a storage device,such as an appropriate combination of RAM, ROM, hard disk, and otherwell known storage media. Suitable video game devices include, but arenot limited to, personal computers, video game consoles, mobile phones,and personal data assistants (PDAs).

Some or all of video game 17 can be stored on central server 20.Alternatively, some or all of video game 17 may be stored on theindividual video game devices 18. Typically, the video game devices areable to communicate with one another (either directly or via a centralserver or a peer-to-peer or other network). Such communication may ormay not be facilitated by central server 20. Accordingly, a player 19 aaccessing video game 17 via game device 18 a may be able to play with aplayer 19 b accessing video game 17 via game device 18 b. As shown, itmay be possible for multiple players (e.g. 19 c, 19 d) to access centralserver 20 via the same game device (e.g. 18 c).

Regardless of whether video game 17 is stored on central server 20 orvideo game devices 18, server 20 is typically configured to facilitateplay of the game between multiple game players.

Those having skill in the art will recognize that there is littledistinction between hardware and software implementations. The use ofhardware or software is generally a choice of convenience or designbased on the relative importance of speed, accuracy, flexibility andpredictability. There are therefore various vehicles by which processesand/or systems described herein can be effected (e.g., hardware,software, and/or firmware) and that the preferred vehicle will vary withthe context in which the technologies are deployed.

At least a portion of the devices and/or processes described herein canbe integrated into a data processing system with a reasonable amount ofexperimentation. Those having skill in the art will recognize that atypical data processing system generally includes one or more of asystem unit housing, a video display device, memory, processors,operating systems, drivers, graphical user interfaces, and applicationprograms, interaction devices such as a touch pad or screen, and/orcontrol systems including feedback loops and control motors. A typicaldata processing system may be implemented utilizing any suitablecommercially available components to create the gaming environmentdescribed herein.

Individuals involved in playing and participating in virtualenvironments may spend a great deal of time and energy developingsoftware, avatars, virtual items, music, text and images to be used,bought, sold and/or traded within or to be used, bought, sold and/ortraded within a virtual environment. However, most environments do notprotect such music, text and images from being copied and used by otherplayers. A failure to have such a protection system in place may stiflecreativity as well as the investment individuals are willing to make inan online environment, decreasing the economic viability, developmentand enjoyment of the game.

Various embodiments of the present invention address these issues byproviding methods and systems for copyrighting software, avatars, items,music, text and images, identifying copies of software, avatars, items,music, text and images as real or fraudulent, and/or providing a systemfor transferring rights in software, avatars, items, music, text andimages and a means for redress for violations of copyrights. A system ofprotection encourages individuals to develop virtual environments,increasing the depth of play and interaction available.

Virtual copyright may subsist in a wide range of creative, intellectual,or artistic forms including, but not limited to, documents, poems,plays, and other literary works, movies, choreographic works, musicalcompositions, audio recordings, paintings, drawings, sculptures,photographs, software, radio and television broadcasts and industrialdesigns.

Players, characters, and other third parties may design creative,intellectual, or artistic works inside and outside of the virtualenvironment. In some embodiments, there may be an in game editor forcreating digital creative works. In other embodiments, there may be ameans for incorporating and/or importing part or all such creative worksfrom real world applications into the virtual environment. For example,a method for importing real world objects into a virtual environment andcreating blueprints therefrom is described in co-pending U.S.application Ser. No. 11/679,669, which is hereby incorporated byreference.

A virtual copyright may vest upon creation of the work or may requireregistration in order for rights to vest. Rights may be limited to aparticular game environment or game or may be extended through multiplegame environments or games. Rights may be managed by a master serverwhich manages copyrights for a multitude of sub-servers. In oneembodiment, each copyright application is automatically registered. Inanother embodiment, copyright applications may be examined prior toregistration to determine that the work seeking protection does not copyor otherwise violate any one else's copyright. Such an examination mayinclude review of all existing issued and pending registrations,trademarks, and copyrights in the real world or may be limited toexisting issued and pending registrations, trademarks and copyrights inone or more virtual worlds or environments. In a further embodiment,there may be a fee for examination and/or registration. In someembodiments, there may be fees to maintain registration. In oneembodiment, a work may be reviewed by a panel who may vote to determineif a work is sufficiently original. In another embodiment, a creator ofa work may be able to defend the work from other copyrighted ornon-copyrighted works.

In some embodiments, the creator of a work may not have rights in thecopyrighted work. For example, it may be a “work for hire” in which theemployer and not the creator is viewed as the author of the work. Insome embodiments, “a work for hire” may be a work prepared by anemployee within the scope of his or her employment. In otherembodiments, a “work for hire” may be a specially ordered orcommissioned work for use as a contribution to a collective work, as apart of a virtual motion picture or other audiovisual work, as atranslation, as a supplementary work, as a compilation, as aninstructional text, as a test, as answer material for a test, or as anatlas.

The right to use a copyrighted work may be limited to the creatingcharacter or player; may be used by anyone in the game; may be used by alimited group of people, for example other guild members, characters inthe same city, characters of a particular rank, characters in possessionof a particular attribute or skill; may be accessible before, during orafter completion of a mission; may be purchased; may be licensed; may beassigned; or any combination thereof. In some embodiments, copyrightedworks may be accessible to a greater or lesser extent at differentpoints of the game. In other embodiments, copyrights may be sold,encumbered, rented or licensed. In further embodiments, unauthorized useof a copyrighted work may incur penalties including, but not limited to,fines, automatic royalty payments, limitations on virtual activities,alteration of an avatar, revision of an outcome or game play result, orany combination thereof.

Limitations on the use of a copyrighted work may be based in whole or inpart on the Buenos Aires Convention of 1910, Berne Convention for theProtection of Literary and Artistic Works, Convention for the Protectionof Producers of Phonograms Against Unauthorized Duplication of TheirPhonograms, Geneva, 1971, Convention Relating to the Distribution ofPROGRAMME-Carrying Signals Transmitted by Satellite, Brussels, 1974,Universal Copyright Convention, Geneva, 1952, Universal CopyrightConvention as revised at Paris, 1971, Party to the World IntellectualProperty Organization Copyright Treaty, Geneva, 1996, Party to the WorldIntellectual Property Organization Performances and Phonograms Treaty,Geneva, 1996, Marrakesh Agreement of Apr. 15, 1994, and U.S. CopyrightAct of 1976, each of which is incorporated herein by reference, and/orby laws, rules and regulations created or passed using any applicablemeans, including those created or passed by any one or more of the gamemanufacturer, player character(s) assigned that duty, playercharacter(s) who have the right or the obligation to perform that duty,a virtual governing entity, or any combination thereof.

In some embodiments, copyright protection may have an expiry point.Expiration of protection may be a function of time, game play results, afunction of the number of copies made, number of uses, registration oruse fees paid or received, or any combination thereof. In someembodiments, copyrights can be renewed.

Authorized copies of copyrighted materials may be created with anedition number, global unique identifier (GUID) or other identifyingindicia such as a number, mark, logo, or the like, or a combination ofsuch identifiers. Unauthorized copies may not include such registrationinformation. In one embodiment, fraudulent copies may lose their GUID orother identifying indicia. In other embodiments, it may not be possibleto use, sell or trade fraudulent copies on an exchange or otherwise.Examples of in-game and intra-game exchanges are described, for example,in co-pending U.S. Patent Application Nos. 11560456 and 11428263, eachof which is hereby incorporated by reference. In further embodiments,there may be a black market for fraudulent copies of materials and/or ofregistration and other identification information/materials.

Use of a copyrighted work may require the payment of a royalty orlicensing or use fee to the owner of the copyright and/or the owner'sassignee. The royalty payments may be a one time or periodic fee or aone time and periodic fee. Royalty payments may be fixed or variable orfixed and variable or fixed and variable at different points throughoutthe game and/or based upon type of use or based upon attributes of theplayer or player character paying such fees. Royalty payments may bebased on market forces, negotiation and/or agreement between theowner(s) and one or more characters, posted prices, vote by a group ofplayer characters and/or an entity or player character elected torepresent the player characters, the game manufacturer, by the game, thelife span of the registration, the number of times a copyrighted workhas been copied or used, the number of times the purchaser wants to usethe copyrighted work, the intended use of the copyrighted work, thenumber of characters who will view the copyrighted work, a per user fee,any other suitable factors, or any combination of the foregoing.

In some embodiments a license may be negotiated for the right to use ormake copies or distribute copyrighted materials. In some embodiments,such licenses may be exclusive. In other embodiments, licenses may benon-exclusive.

In other embodiments, databases of copyrighted materials may becompiled. Such databases may be accessed in a variety of ways. In someembodiments, such a database may be accessed using a subscriptionservice. A subscription service may require registration and/or mayrequire a subscription be paid in order to view or listen to copyrightedcreative works. Subscriptions may be set up to view a limited or anunlimited amount of copyrighted materials, to view set amounts ofcopyrighted materials, to view copyrighted materials a specific numberof times, to view copyrighted materials an unlimited number of times, todownload copyrighted materials, to view materials for a particularlength of time, or any combination thereof.

In additional embodiments, ownership in the copyrighted work may betransferred, in whole or in part, for example through an assignment.Such a sale or transfer may take place on or offline, through anexchange, directly between players and/or characters, or through a thirdparty. In some embodiments, even with the transfer of ownership, thecreator may retain moral rights in the copyrighted material, including,but not limited to, the right of attribution, the right to have a workpublished anonymously or pseudonymously, the right to defend derogatoryaction in relation to the work, and the right to the integrity of thework.

In some embodiments, there may be an exemption to licensing requirementsfor fair use of a copyrighted work. Fair use allows limited use ofcopyrighted material without requiring permission from the rightsholders, such as use for scholarship or review. In some embodiments, abalancing test may be employed to determine fair use. Factors to beconsidered include the purpose and character of the use, includingwhether such use is of a commercial nature or is for nonprofiteducational purposes; the nature of the copyrighted work; the amount andsubstantiality of the portion used in relation to the copyrighted workas a whole; and the effect of the use upon the potential market for orvalue of the copyrighted work. In other embodiments, parody of a workmay be permissible without obtaining permission from the rights holders.

In the event that a copyrighted work is used without permission, theuser may be subject to an injunction, damages, may be forced to give uprights to goods made using the copyrighted materials, may have theiraccount cancelled, may be fined, may have their avatar branded, or maybe subjected to any other punishment deemed appropriate.

FIG. 2 provides an exemplary system 100 that is suitable for use withthe embodiment described above. As shown, system 100 includes a gamesserver 102 and game environment server 104 each of which may include orhost various programs, routines, or subroutines and databases. In oneembodiment, master game server 102 includes game environment creationand setup program 106 and import creative works program 114. Game server102 may further maintain or be in contact with a plurality of databases,examples of which include, but are not limited to, a game environmentdatabase 108, player database 110, a copyright database 112, and a taxdatabase 116. Game environment server 104 may include programs such asdigital rights management programs 120, game environment managementprogram 122, licensing configuration program 124, exchange multiplierdetermination program 126, copyright examination and registrationprogram 128, copyright expiration program 130, current date database132, era database 138, copyright database 134, exchange multiplierdatabase 140, examiner database 136, player database 142 and playercharacter database 144.

Creative works may be made in any medium applicable including, but notlimited to: documents, poems, plays, and other literary works, movies,choreographic works, musical compositions, audio recordings, paintings,drawings, sculptures, photographs, software, radio and televisionbroadcasts or content and industrial and/or esthetic designs in avirtual environment and for importation into or creation or use within avirtual environment. In some embodiments creative works are made in agame environment. In other embodiments, creative works may be made, inwhole or in part, outside of a game environment and imported into a gameenvironment, for example, using import creative works program 114.Information regarding created and imported creative works may be storedby any means applicable, for example, in copyright database 112.Copyright Database 112 may include information such as, but not limitedto: Copyright ID, Copyright Owner, Copyright Creator, Royalty/LicensingConfiguration, and Copyright content. In some embodiments, all creativeworks are copyrighted from the moment of creation. In other embodiments,creative works may need to be registered.

Some game environments may have limitations on the types of creativeworks that may be imported or employed in that game environment. Forexample, particular game environments may be set in a particular era andmay only permit the creation of works that are appropriate for that ordesignated eras, i.e. that are not anachronistic. In another example,particular game environments may be set in particular physicalenvironments and may permit the creation of creative works that areapplicable to that physical environment. Regulations for gameenvironments may be established during game environment creation andsetup using game environment creation and setup program 106 or mayevolve as the game progresses. In one embodiment, rules and regulationsmay be stored in game environment database 108 which may includeinformation such as game environment ID, identification of the owners,percentage ownership, governance structure, restrictions on imports orexports, restrictions on creation, configurations, natural resources,raw materials, attributes, skills, NPCs, creation date, fee structure,or any other information relating to the game environment. Theappropriateness of a creative work in a particular game environment maybe defined in part by the era, preceding or subsequent era, or date inthe game environment. Such information may be stored, for example, incurrent date database 132 and era database 138. In another embodiment,creative works could be screened, for example, by game environmentmanagement program 122 prior to being displayed or otherwise used in agame environment.

In some embodiments, overseeing of creative works may take place using aprogram such as digital rights management program 120 which may overseeand/or record the use, importing, creation, copyright protection,registration, transferal, licensing and assignment of creative works ina game environment. In some embodiments, creative works may becopyrighted upon creation. In other embodiments, creative works may needto be registered in order to be copyrighted. Registration may take placeautomatically, or may require examination of the creative work in orderto determine that it is original and does not violate any virtual realworld patents, registrations, copyrights or trademarks. Such anexamination may occur by any means applicable, for example, through agoverning entity or through a copyright office. In another embodiment, aguild, professional association, or other entity may be responsible forconducting examinations. In one embodiment, a creative work may beanalyzed using various rules based expert systems or genetic algorithmsto determine the degree of difference between one creative work andanother. If the degree of difference is not of an adequate percentage,the creative work can be rejected by the copyright office system of thegame server, for example, using copyright examination and registrationprogram 128. In some embodiments, if the registration of a creative workis rejected, the owner or assignee may appeal such decisions.

In another embodiment, system 100 may be configured to determine if acreative work can be registered by performing steps such as:

-   -   1. Receive a creative work filing, including a player character        inventor ID, a virtual entity assignee ID, and a creative work.    -   2. Compare filed creative work to existing filed creative works        and generate a similarity rating.    -   3. If similarity rating is greater than allowable threshold,        flag creative work as requiring further examination.    -   4. If similarity rating is less than allowable threshold,        generate a registration number.    -   5. Assign registration number to creative work record.    -   6. Notify owner that creative work has been registered and        copyright protection obtained.

If the system is unable to make a determination as to the originality ofa creative work, a determination may be made by players, characters, orother third parties. In one embodiment, originality may be determined bya court of competent jurisdiction (in either the real or virtual world)which may or may not include a judge, arbiter, and/or a jury and/oranother governing or administrative body or a group of players or playercharacters that has been established for the purpose of such review. Inanother embodiment, creative works may be reviewed by a panel who mayvote on the originality of a creative work. For example, there may be agroup of experts in a particular field, or of a particular class ofcreative work. Such experts may be chosen using any applicable means,including, for example, by the game server, elected, or volunteer forthe position. In some embodiments, information on characters availableto serve in such positions may be stored, for example, in playercharacter database 144, which may include information such as characterID, player ID, assets, skills, skill levels, obligations, gameenvironment access, creative works created, creative works licensed, andexpertise. In another embodiment, real world expertise could beaccessed, for example through player database 142 which may include suchinformation as player ID, character IDs, account information, billinginformation, real world history, creative works created, creative workspurchased, and creative works licensed. In a further embodiment,characters with the necessary expertise may be located in otherenvironments. Such players may be located, for example using playerdatabase 110. Player database 110 may include such information as playerID, character IDs, account information, billing information, real worldhistory, location of characters, creative works created, creative workspurchased, and creative works licensed.

In another embodiment, examination is performed by an Examiner. In oneembodiment, examiners are hired and governed in whole or in part by lawsand rules, such as the laws and rules of the Buenos Aires Convention of1910, Berne Convention for the Protection of Literary and ArtisticWorks, Convention for the Protection of Producers of Phonograms AgainstUnauthorized Duplication of Their Phonograms, Geneva, 1971, ConventionRelating to the Distribution of PROGRAMME-Carrying Signals Transmittedby Satellite, Brussels, 1974, Universal Copyright Convention, Geneva,1952, Universal Copyright Convention as revised at Paris, 1971, Party tothe World Intellectual Property Organization Copyright Treaty, Geneva,1996, Party to the World Intellectual Property Organization Performancesand Phonograms Treaty, Geneva, 1996, Marrakesh Agreement of Apr. 15,1994, and U.S. Copyright Act of 1976, each of which is incorporatedherein by reference or by laws, rules and regulations established by thegame manufacturer, one or more players in the game designated for suchpurpose, any other body elected by the players and/or appointed by thegame manufacturer, and/or any other entity that is duly authorized toappoint and/or hire examiners. In some embodiments, Examiners may ormust agree that they cannot create or be involved with the creation ofcreative works of the type that they agree to examine.

In some embodiments, the role of Examiner may be performed by NPCs. Inother embodiments, Examiners may be other characters. In a furtherembodiment, Examiners may be players. According to one embodiment, avirtual or real fee can be charged to a player character who wants toregister or to maintain registration of a creative work. A portion ofthis fee can be paid to other player characters who are willing toexamine the filed creative work for registerability. In anotherembodiment, Examiners can be volunteers. Information regarding examinersmay be stored, for example in Examiner database 136. Examiner database136 may include information such as, but not limited to, examiner ID,examiner class, examiner subclass, and examination history. In someembodiments, examination may take place using a combination of Examinersand automated means, for example, through the use of genetic or otherlearning algorithms. For example, the server may select the most closelyrelated creative works and present them to an Examiner for the finaldetermination regarding registerability. Such a method may use some orall of the following steps:

-   -   1. Output a creative work that has a similarity rating higher        than allowable threshold to a player character.    -   2. Receive opinion from player character that creative work can        be registered.    -   3. Generate a registration number.    -   4. Assign registration number to creative work record.    -   5. Notify creative work owner that creative work has been        registered and copyright protection obtained.

In another embodiment, examination may occur using a method such as thatoutlined in FIG. 3 where an initial screening is made comparing acreative work to registered creative works. If the threshold ofsimilarity is not exceeded, the creative work is registered. If thethreshold is exceeded, the creative work to be registered and thesimilar creative work(s) are given to an Examiner to review. If theExaminer disagrees with the assessment, the Examiner may register thecreative work. If the Examiner agrees with the assessment that thecreative works are too closely related, a rejection may be sent to thecreator or other character seeking to register the creative work. Thecreator or other character or entity, e.g., the assignee or counsel forthe owner or assignee, seeking to register the creative work may thenpresent arguments regarding the differences between the creative works.If the Examiner is convinced, the creative work may be registered. Ifthe Examiner is not convinced, registration and copyright protection maybe denied.

In some embodiments, copyrighted works may have an expiration date afterwhich anyone can use them. An expiration date may be based on aparticular length of time since the copyright was obtained, a particularevent occurring, a population density, a mission being completed, thenumber of times the copyrighted item has been used, a licensing stream,a royalty amount, or any combination thereof. Expiration may bedetermined, for example, by using copyright expiration program 130.

In some embodiments, copyrighted works may be marked as expired. System100 may be configured to expire a registration by performing steps suchas:

-   -   1. Determine that a copyright has reached its expiration date.    -   2. Mark copyright as expired.

In another embodiment, a copyright may be extended. System 100 may beconfigured to extend a registration by performing such stems as.

-   -   1. Determine that a copyright is approaching its expiration        date.    -   2. Notify owner that a copyright is approaching its expiration        date.    -   3. Receive petition to extend copyright.    -   4. Determine if copyright is eligible to be extended    -   5. Extend copyright.        If no petition is received, a copyright may expire, leaving the        creative work available to everyone. In other embodiments,        extension of registration and copyright protection may require        the payment of a fee and/or may be based upon other        requirements, such as the maintaining of good standing or a        certain account type by the owner and/or the assignee.

Once they are created, copyrights may be transferred, sold or licensed.Such transactions may take place through any means applicable, forexample using an exchange such as those described in the applicationsincorporated by reference above. Exchanges that operate between gameenvironments or between games may use different currencies orvaluations. The value of items on an exchange and the determination ofthe value to different games and game environments may be calculated byany means applicable. In one embodiment, exchange multiplier database140 may track the exchange ID number and track or store the multipliernumber calculated by exchange multiplier determination program 126 forpurchases and acquisitions of creative works between exchanges, gameenvironments, game environment jurisdictions and/or games.

Items offered on an Exchange may be subject to verification. System 100may be configured to find duplicate items or forged items by performingsome or all of the following steps:

-   -   1. Retrieve an ID number for a virtual creative work that is        posted on an exchange.    -   2. Determine if ID number is a valid number.    -   3. Determine if ID number is unique.    -   4. Remove creative work from exchange if ID number in not valid        or unique.    -   5. If not valid or unique, notify valid holder of such ID        number.

In some embodiments, if the item is fraudulent, a penalty may be imposedon the character attempting to sell the item. Such a penalty may includean injunction, damages, cancellation of the character or player'saccount, a fine, a branding or other marking of the avatar, any otherpunishment deemed appropriate, or any combination thereof.

Information on copyrights available for transfer, purchase or licensingmay be stored, for example in copyright database 134 and may includeinformation such as, but not limited to, copyright number, copyrightprice, and quantity remaining. In one embodiment, each creator of anitem can set a price for the copyright or for one or more copies of thecopyrighted item.

System 100 may be configured to post a copyright or a copyrighted itemon an exchange in order to transfer an assignee by performing some orall of the following steps:

-   -   1. Receive an offer to sell a copyright or copyrighted item,        including an offer price, a remaining edition number from a        player character who controls a copyright.    -   2. Store offer and post offer on exchange.

System 100 may be configured to allow the purchase of a copyright or acopyrighted item on an exchange by performing steps such as:

-   -   1. Receive a request to purchase a blueprint from a player        character.    -   2. Receive a new assignee name.    -   3. Withdraw purchase price, including applicable fees, from new        assignee account.    -   4. Transfer copyright to new assignee.    -   5. Transmit purchase price, less applicable fees, to former        assignee of copyright.

In another embodiment, copyrights, or the use of copyrighted items maybe licensed. Licenses can be exclusive or non-exclusive. Fees forlicensing a blueprint may be fixed or variable, fixed and variable, orfixed or variable at different points of the game. In one embodiment,the licensing fee may be a reflection of the proposed use of thecopyrighted item; the time remaining in the registration; the number ofother licenses issued; the number of copies available; the number ofusers; may include milestone payments; may include guaranteed minimumsor maximum limits; upfront fees and a percentage; a percentage of thetotal item value on an exchange at the time the item is created; or anycombination thereof.

Licensing arrangements may be negotiated directly between characters,may be calculated using market prices, may be uniform, may be determinedusing a genetic or other learning algorithm, or using a program such aslicensing configuration program 124. In one embodiment, a licensingarrangement may be determined using some or all of the following steps.

-   -   1. Set up copyright licensing structure.    -   2. Receive a request to set up a copyright licensing structure.    -   3. Output allowable licensing structure, including per usage        fee, usage type, maximum usage (limited edition number).    -   4. Receive a licensing structure configuration.    -   5. Store licensing structure configuration with copyrighted        work.

Royalty payments may be part of a license, or a one time fee for usageof a copyrighted creative work. Royalty payments may be calculated byany means applicable. In one embodiment, system 100 may be configured toestablish copyright royalty payment criteria by performing steps suchas:

-   -   1. Output royalty payment criteria options.    -   2. Receive royalty configuration based on options.    -   3. Store royalty configuration.

In another embodiment, the type of royalty payment may depend on theintended use of the copyrighted work. For example, a player characterwho wants to display the copyrighted work in their visual space may becharged a higher royalty fee if the visual space is public then if thevisual space is private. For example, the use of a set of one or moreimages and or one or more songs in a virtual house may cost $x virtualor real currency per virtual or real time period, while showing the sameimage(s) or playing the same song(s) in a virtual restaurant may cost $yvirtual or real currency. Fees to use images, text and songs could bebased upon any applicable factors, e.g., set on the number of uniqueimpressions of those images by player characters, the expected salesprice or profit for one or more such impressions, or for an unlimiteduse license. In some embodiments, the number of player charactersexposed to or who otherwise used, viewed or played the image or song maybe determined and the owner of the visual space in which the creativework was displayed may be charged a per use fee. Such royalty fees couldbe determined using any applicable means, for example, the fees may bebased upon some or all of the following steps:

-   -   1. Receive a request to create, reproduce or use a copyrighted        item, including a usage type from a player character.    -   2. Determine royalty payment based on royalty configuration.    -   3. Charge royalty payment to player character.    -   4. Issue item to player character.    -   5. Transmit royalty payment, less applicable fees, to copyright        holder.

In another embodiment, a royalty may be automatically assessed when anitem is purchased, for example, through a retail store.

In a further embodiment, a royalty may be charged for the unauthorizeduse of a copyrighted work. When an unauthorized or authorized useoccurs, system 100 further may be configured to charge a royalty feewhen an item is used in a game environment by performing steps such as:

-   -   1. Receive an indication that a copyrighted item has been used        by a player character in a game environment under a particular        usage type without authorization.    -   2. Determine a royalty payment based on usage type.    -   3. Charge royalty payment to player character.    -   4. Transmit royalty payment, less applicable fees, to copyright        holder.

In other embodiments, there may be ways to obtain fraudulent orunauthorized access to copyrighted materials, for example using aparticular spell, potion or skill.

The licensing or payment of royalties on a copyrighted work may triggertaxes. Such taxes may be progressive, graduated or flat. In someembodiments, taxes may be due immediately. In other embodiments, taxesmay be due upon sale of the item being taxed. Taxes may include, but arenot limited to, sales tax, labor tax, employment tax and capital gainstax. In some embodiments, the type and/or amount of the tax may varydepending on the item or the character acquiring or selling the item.Information regarding taxes to be applied may be stored, for example, intax database 116. Tax database 116 may include information including,but not limited to, tax schedules for creating creative works, licensingcreative works and buying and selling creative works.

In a further embodiment, player characters may subscribe to asubscription service for the use of one or more copyrighted works. Asubscription service sells periodic use or access to creative works fora set duration of time and/or number of uses. In some embodiments,renewal of a subscription service may be automatic. In otherembodiments, there may be different levels of service or access and/orusage/license fees. In further embodiments, the subscription service maysuggest alternate selections which based on the character player's pastuser history or response to survey questions. An exemplary system 200configured to provide the virtual environment described above is shownin FIG. 4. As shown, system 200 may include a game server 202, a gameenvironment server 204, and a credit card server 206.

Game server 202 may include a variety of programs such as importcreative works program 212 and contract generation program 216. It mayfurther include a plurality of databases such as game environmentdatabase 210, copyright database 214, player database 218, contractdatabase 220 and tax database 222.

Game environment server 204 may include programs such as copyrightregistration program 230, licensing configuration program 232,subscription program 234, digital rights management program 236, as wellas a plurality of databases such as, but not limited to, accountdatabase 238, player character database 235 and player database 239.

Credit card server 206 may include programs such as lock credit line242, ping credit line 244, and release credit line 246 as well as anaccount database 240.

As stated above, instead of buying a creative work, player charactersmay subscribe to a service which allows them to view, download, listento or stream creative works. The types of creative works available maybe determined by the game environment, the type of subscription serviceand/or the level of subscription service that has been obtained.

Creative works may be made in a game environment, or outside of a gameenvironment, for example in the real world, and imported into a gameenvironment using, for example, import creative works program 212. Insome embodiments, game environments may have limitations on the types ofcreative works that may be imported or employed in that gameenvironment. For example, particular game environments may be set in aparticular era and may only permit the creation of works that areappropriate for that era, i.e. that are not anachronistic. In anotherexample, particular game environments may be set in particular physicalenvironments and may permit the creation of creative works that areapplicable to that physical environment. For example, an underwaterenvironment may not allow sculptures made out of paper but would allowsculptures made out of plastic or stone. In one embodiment, rules andregulations regarding a game environment may be stored in gameenvironment database 210 which may include information such as gameenvironment ID, identification of the owners, percentage ownership,governance structure, restrictions on imports or exports, restrictionson creation, configurations, natural resources, raw materials,attributes, skills, NPCs, creation date, fee structure, or any otherinformation relating to the game environment. In some embodiments,access to particular game environments may be limited to particularplayers, characters, or types of characters. Information regardingplayers, the characters they control and the game environments to whichthey have access may be stored, for example, in player database 218which may include information such as player ID, character(s), accounts,game environment access, and billing information.

In some embodiments, overseeing of creative works in a game environmentmay take place using a program such as digital rights management program236 which may oversee the use importing, creation, registration and useof creative works in a game environment. In some embodiments, creativeworks may need to be registered in order to obtain a copyright. In otherembodiments, a copyright may be granted upon creation. Registration maytake place automatically, or may require examination of the creativework in order to determine that it is original and does not violate anyvirtual real world patents, registrations, copyrights or trademarks. Insome embodiments, registration may occur using copyright registrationprogram 230. All copyrighted works may be stored, for example, incopyright database 214. Copyright database 214 may include informationsuch as copyright ID, copyright owner, copyright creator,royalty/licensing configuration, copyright content, game environmentallowability, and date of registration.

In some embodiments, owners of subscription services may need to licensethe creative works they offer in the subscription service. Fees forlicensing a blueprint may be fixed or variable or fixed or variable atdifferent points of the game. In one embodiment, the licensing fee maybe a reflection of the proposed use of the copyrighted item; the numberof subscribers, access by each subscriber, the time remaining in theregistration; the number of other licenses issued; the number of copiesavailable; the number of users; may include milestone payments; mayinclude guaranteed minimums; upfront fees and a percentage; a percentageof the total item value on an exchange at the time the item is created;the total value expected to be generated by such item, or anycombination thereof. In some embodiments, each time a subscriberaccesses a copyrighted work, a fee may be paid to the creator or theowner of the copyright. Such licensing arrangements may be negotiateddirectly between characters, between representatives of characters, maybe calculated using market prices, may be uniform, may be determinedusing a genetic or other learning algorithm, or using a program such aslicensing configuration program 232.

In some embodiments, a subscription service may be offered after aplayer character licenses one or more copyrighted works. In otherembodiments, a subscription service may be priced based upon and/oroffered to characters with a particular credit score, who have been inexistence for a particular length of time, who are in a particularindustry, have obtained a particular level, discovered a particularobject, acquired a particular skill, or any other criteria that may bedetermined by the game server or game environment manager. In someembodiments, all characters may be allowed to subscribe to asubscription service.

In some embodiments, a subscription service may allow a one time access,access a specific number of times or for a certain amount of time,unlimited access, or a combination thereof. There may also be graduatedor hierarchical access, for example particular databases of creativeworks or portions thereof may be accessible through different servicesor accounts. For example, access may be given to creative works of aparticular genre, time period, creator, subject matter, or anycombination thereof. In some embodiments, system 200 may use some or allof the following steps to provide access to a subscription service:

-   -   1. Receive player character log in.    -   2. Determine subscription service subscribed to.    -   3. Offer menu of creative works covered by subscription service.

Subscriptions may be entered into using, for example, subscriptionprogram 234. Information regarding the type of account to which acharacter has subscribed as well as billing information may be stored,for example in account database 238. Account database 238 may includeinformation such as character ID, player ID, billing information,preferences and subscription services.

In some embodiments, player characters may enter into a contract forsubscription services. A contract may be generated by any meansapplicable. In one embodiment, two or more characters may negotiate acontract. In another embodiment, two or more characters may select anapplicable contract from a contract database such as contract database220, and complete the necessary information regarding the parties to thecontract. In yet another embodiment, completed contracts are stored incontract database 220. In a further embodiment, one character maypresent a contract for signature to another character. In yet anotherembodiment, a contract may be generated using a contract generationprogram such as contract generation program 216. Such a program maygenerate a contract using some or all of the following steps:

-   -   1. Receive a virtual contract initiation request from a player        character(s).    -   2. Determine contract obligations and conditions.    -   3. Output obligations and conditions.    -   4. Receive acceptance of obligations and conditions.    -   5. Retrieve or receive collateral such as credit line associated        with player characters.    -   6. Activate and store virtual contract along with obligations        and conditions.    -   7. Transfer any assets as required by obligations and        conditions.

Information regarding the player characters for use in creatingcontracts and/or offering subscription services such as their creditscore, purchasing history, interests, account information and billinginformation may be stored by any means applicable. In some embodiments,such information may be stored in whole or in part in player characterdatabase 235 and player database 239. Player character database maycontain information such as character ID, player ID, assets, accounts,game environment access, preferences, subscriptions and purchasinghistory. Player database 239 may include such information as accountaccess, player ID, character(s), billing information, and accountinformation.

In some embodiments, an account may be created and a contract formedusing some or all of the steps in FIG. 5. A character may apply for anaccount, supply character information, and provide billing informationwhich may be verified.

The billing information or other collateral used to secure the contractmay be validated and secured by any means applicable. According to oneembodiment, real world credit lines can be frozen by the bank owner orgame server, and/or just periodically “pinged” to ensure their validityand that sufficient credit is available to underwrite the loan. Thecontinuing availability of the real world credit line may be determinedby any means applicable. According to one embodiment, Ping Credit Lineprogram 244 may be configured to complete some or all of the followingsteps:

-   -   1. Determine that a player character has an outstanding virtual        subscription.    -   2. Determine real and virtual cash value of subscription.    -   3. Retrieve credit card associated with subscription.    -   4. Ping credit card for the outstanding real cash value of the        subscription.    -   5. If credit equal to subscription amount is not available,        request additional collateral.

In the event a credit line securing the subscription is cancelled orclosed, the system could receive notification that the credit card orcredit line is no longer valid. Upon notification that a credit line isno longer valid, the bank, system, game owner, server owner, or othercontract holder may require modification or cancellation of thecontract, acceleration of the contract, require the player to provide anew credit line, require additional collateral to secure the contract,foreclose on the contract, secure a secondary line of credit which waspreviously provided or may be secured from other player characters,notify other characters of the opportunity to purchase a contract,foreclose on virtual assets held by the defaulting character, freeze thevirtual accounts of the character or player, or any combination thereof.

The lock on the real world credit line such as that accomplished by LockCredit Line program 242 may be released when the contract is completed.According to one embodiment, Release Credit Line program 246 may beconfigured to:

-   -   1. Receive indication that subscription has been completed.    -   2. Retrieve credit card associated with virtual subscription.    -   3. Notify credit card issuer to release credit line.

Alternatively, as the virtual subscription contract proceeds or certainmilestones with the contract are met, a percentage of the real worldcredit line(s) may be released in proportion to or in some other ratioof the amount of the contract completed. For example, a virtualsubscription contract may require a commitment for a particular lengthof time. A credit card amount could be frozen for the length of thecommitment after which it is released even if the subscription isrenewed. In another embodiment, the amount of real world credit lineheld is reduced as the virtual subscription contract proceeds, insteadof waiting for the entire virtual subscription to be terminated, thusfreeing real world credit lines for other purposes. Such a release couldbe managed by any means available. According to one embodiment, ReleaseCredit Line program 246 may be configured to:

-   -   1. Receive indication that a subscription contract milestone has        been met.    -   2. Retrieve credit card associated with virtual subscription        contract.    -   3. Notify credit card issuer to release an equal or other        determined portion of the credit line.

A real or virtual credit line can secure a milestone amount or date, anotherwise calculated amount, the entire value of the contract, or acombination thereof. In some embodiments, the amount may be the nextmonth's or other predetermined time period's subscription payment. Inanother embodiment, the first and last month's or other predeterminedtime period's subscription payment may be held. In calculating theamount to be secured factors such as game growth rates, taxes, inflationand/or exchange rates, credit worthiness of the character or player, theamount of debt the parties to the contract have outstanding, and/or anyother attributes or characteristics of the player, player character,lender, game environment, and/or any combination thereof. Suchdeterminations and evaluations may be made by any applicable means,including a) the game manufacturer, b) the owner(s) of the server(s)upon which the game resides, c) one or more player characters, d) marketforces, e) negotiation among the affected parties, f) any combination ofthe above. Information regarding the credit lines used to secure avirtual loan may be stored by any means applicable. In one embodiment,such information may be stored in account database 240.

In one embodiment, the amount of a real world credit line to be frozencan be based, in whole or in part, on the exchange rate of virtualcurrency for real currency. According to one embodiment, the exchangerate could be one for one. Alternatively, the exchange rate may be basedon the exchange rate at the time of the formation of the contract. Itmay also be based on the exchange rate at the time the player's creditcard or other credit line is charged. In another embodiment, theexchange rate may be adjustable for the term or any portion of the termof the contract. Such adjustments may be based on the credit worthinessof the player or player character, inflation, actual exchange rates, andan agreement by the parties, market forces, and/or any other attributesor characteristics of the player, player character, lender, gameenvironment, and/or other economic indicators or a combination thereof.The exchange rate may be fixed in that the rate does not change for theduration of the game or segment of the game. Alternatively, the exchangerate may be pegged to or otherwise associated with one or more floatingreal world exchange relationships, for example the U.S. dollar/Japaneseyen spot exchange rate, a percentage thereof, a plus or minus adjustmentthereof, some other economic indicator, or a combination thereof. Theexchange rate may also vary depending on the country of origin of theplayer, or may be fixed to a particular real world currency, i.e., allexchange rates may be quoted in dollars. In another embodiment, theexchange rate may be floating and determined by market forces such asthe relative demand for virtual currency versus real world currency.Said exchange rates may further be established or determined by anysuitable method including, but not limited to, by a) the gamemanufacturer, b) the owner(s) of the server(s) upon which the gameresides, c) one or more player characters, d) market forces, e)negotiation among the affected parties, f) and/or any other attributesor characteristics of the player, player character, lender, gameenvironment, and/or f) any combination of the above. The exchange ratemay also be composed of any combination of the above methods or anyother then known or in use determination methods. For example, theexchange rate could be fixed for a certain length of time and thenchange to market forces or vice versa. Alternatively, there may be a capon the amount of fluctuation in the exchange rate during the term of thecontract.

The use of a subscription service may incur the payment of taxes byeither the subscriber or subscribing entity or both. Such taxes may beprogressive, graduated or flat. In some embodiments, taxes may be dueimmediately. In other embodiments, taxes may be due upon use or sale ofthe item being taxed. Taxes may include, but are not limited to, salestax, use tax, income tax, labor tax, employment tax and capital gainstax. In some embodiments, the type and/or amount of the tax may varydepending on the item or the character acquiring or selling the item.Information regarding taxes to be applied may be stored, for example, intax database 222. Tax database 222 may include information including,but not limited to, tax schedules for creating creative works, licensingcreative works and buying and selling creative works.

According to one embodiment, virtually copyrighted works such as images,text and songs or the use of such virtually copyrighted works can besold on a virtual exchange. Other player characters can buy the right touse, sell, license, and sublicense or control the virtually copyrightedworks such as images, text and songs in virtual structures they havecreated. Such an exchange is further described in detail in U.S. patentapplication Ser. Nos. 11/428,263, filed Jun. 30, 2006, and Ser. No.11/560,456, filed Nov. 16, 2006, each of which is herein incorporated byreference in its entirety. An embodiment of an exchange system is shownin FIG. 6. As shown, system 300 includes a master game server 302 a gameenvironment server 306 and an exchange server 304.

Game environment server 306 may include databases such as playerdatabase 314, player character database 316, exchange open offersdatabase 328, exchange transaction database 320.

In one embodiment, Player Database 314 may include information such as,but not limited to player ID, player billing info, player personal info,player credit info, account information, and player assets. PlayerCharacter Database 316 may include information such as, but not limitedto, character ID, player ID, character assets, character inventory,character Skills, virtual account numbers, game environment access,character permits, NPC employment.

Exchange Server 304 may include or host or provide access to variousprograms, routines, subroutines and/or databases including, but notlimited to an exchange database 308, an exchange open offers database310, and an exchange transaction database 312.

In one embodiment, Exchange database 308 may include information suchas, but not limited to, exchange ID, exchange type, allowable assets,and allowed traders. Exchange open offers database 310 could containinformation such as:

-   -   1. Offer ID    -   2. Offer type    -   3. Offer posting date    -   4. Offer expiration date    -   5. Offer Item    -   6. Offer Quantity    -   7. Offer Price.

Exchange open offers may additionally be associated with the characteror player submitting the offer. Such information could be stored inExchange Open Offer Database 328 and include information such as thecharacter ID, holdings, offer ID, offer type, offer posting date, offerexpiration date, offer item, offer quantity, and offer price.

In one embodiment, each transaction could be stored in an ExchangeTransaction Database, for example in Exchange Transaction Database 312.Such a database could store information such as:

-   -   1. Order ID    -   2. Order Buyer    -   3. Order Seller    -   4. Order Date    -   5. Order Price    -   6. Order Type    -   7. Order terms and conditions

In another embodiment, such transactions could be associated with thecharacter in Exchange Transaction Database 320. Such a database couldinclude information such as character ID, character inventory, order ID,order date, order, price, order type, and/or authentication number.

According to one embodiment, the game server can set a minimum andmaximum trade amount per time period on copyrighted items both in thegame environment and between game environments. This amount could bebased on any one or more of: the total amount of a copyrighted itemavailable in a game parameter; the amount of open buy orders for acopyrighted item in a game environment; the amount of open sell ordersfor a copyrighted item in a game environment; any other factors and/orrules and regulations as disclosed herein above. In another embodiment,there may be permits required or import and export or other taxesimposed on items exchanged between game environments or between games.Such calculations may be made, for example, using some or all of thefollowing steps:

-   -   1. Receive a request to sell a virtual creative work on an        exchange.    -   2. Determine if item is unique.    -   3. Determine if a permit exists to sell the item.    -   4. If the item is unique and a permit exists, post creative work        on exchange.    -   5. Receive acceptance of request.    -   6. Determine an import tax amount and an export tax amount.    -   7. Apply import tax amount to purchase price.    -   8. Withdraw virtual cash equal to purchase price plus tax from        buyer.    -   9. Transmit purchase price, less applicable export tax fees to        seller.

Creative works bought and sold on the exchange may generate virtualcurrency, and/or real currency and/or may generate an exchange of assetsand/or liabilities. The value of a currency or an asset or liability maybe based on one or more conversion factors as described above or on anexchange rate or any combination of the above.

The exchange rate for one type of virtual currency for another type ofvirtual currency, virtual currency for real currency, virtual assets orliabilities for real assets or liabilities, real assets or liabilitiesfor virtual assets or liabilities, real assets or liabilities forvirtual currency, virtual assets or liabilities for real currency orvirtual assets or liabilities for virtual currency (or any combinationof these) may be fixed in that the rate does not change for the durationof the game or segment of the game. In addition or in the alternate, theexchange or conversion rate may be variable. Such a variable rate may bepegged to one or more floating real world exchange relationships, forexample the U.S. dollar/Japanese yen spot exchange rate, a percentagethereof, a plus or minus adjustment thereof, some other economicindicator, or a combination thereof. The exchange rate may also varydepending on the country of origin of the player, or may be fixed to aparticular real world currency, i.e., all exchange rates are quoted indollars. In another embodiment, the exchange rate may be floating anddetermined by market forces such as the relative demand for virtualcurrency versus real world currency, or the relative demand ofparticular types of virtual currency, or based upon the affect of saidrates on one or more game objectives or goals. Said exchange rates mayfurther be established or determined by any suitable method including,but not limited to, by a) the game manufacturer, b) the owner(s) of theserver(s) upon which the game resides, c) one or more player characters,d) market forces, e) law or regulation of the game or within the realworld, f) negotiation among the affected parties, g) game objectives,and/or any other attributes or characteristics of the player, playercharacter, lender, game environment, or h) any combination of the above.

It will be appreciated that while, for the sake of discussion, variousdatabases have been described separately, the data in these and anyother suitable databases could be merged into a single large databasesand/or maintained separately in additional databases, or in otherstructures besides a database. Moreover, any such databases could beindependent or linked, and the data in these databases could be storedcentrally on a server or separately on game devices.

The present disclosure provides numerous systems and methods related tovirtual environments in online computer games. It should be appreciatedthat numerous embodiments are described in detail and that variouscombinations and subcombinations of these embodiments are contemplatedby the present disclosure.

CONCLUSION

Of course it will be appreciated that the systems methods describedherein are provided for the purposes of example only and that none ofthe above systems methods should be interpreted as necessarily requiringany of the disclosed components or steps nor should they be interpretedas necessarily excluding any additional components or steps.Furthermore, it will be understood that while various embodiments aredescribed, such embodiments should not be interpreted as being exclusiveof the inclusion of other embodiments or parts of other embodiments.

The invention is described with reference to several embodiments.However, the invention is not limited to the embodiments disclosed, andthose of ordinary skill in the art will recognize that the invention isreadily applicable to many other diverse embodiments and applications asare reflected in the range of real world financial institutions,instruments and activities. Accordingly, the subject matter of thepresent disclosure includes all novel and nonobvious combinations andsubcombinations of the various systems, methods configurations,embodiments, features, functions, and/or properties disclosed herein.

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

Each claim in a set of claims has a different scope. Therefore, forexample, where a limitation is explicitly recited in a dependent claim,but not explicitly recited in any claim from which the dependent claimdepends (directly or indirectly), that limitation is not to be read intoany claim from which the dependent claim depends.

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device or article is described herein, more than onedevice/article (whether or not they cooperate) may alternatively be usedin place of the single device/article that is described. Accordingly,the functionality that is described as being possessed by a device mayalternatively be possessed by more than one device/article (whether ornot they cooperate).

Similarly, where more than one device or article is described herein(whether or not they cooperate), a single device/article mayalternatively be used in place of the more than one device or articlethat is described. For example, a plurality of computer-based devicesmay be substituted with a single computer-based device. Accordingly, thevarious functionality that is described as being possessed by more thanone device or article may alternatively be possessed by a singledevice/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

Numerous embodiments are described in this patent application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

The present disclosure is neither a literal description of allembodiments of the invention nor a listing of features of the inventionwhich must be present in all embodiments.

Neither the Title (set forth at the beginning of the first page of thispatent application) nor the Abstract (set forth at the end of thispatent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s). An Abstract has been included in thisapplication merely because an Abstract of not more than 150 words isrequired under 37 C.F.R. § 1.72(b).

The title of this patent application and headings of sections providedin this patent application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described in asequential order, such processes may be configured to work in differentorders. In other words, any sequence or order of steps that may beexplicitly described does not necessarily indicate a requirement thatthe steps be performed in that order. On the contrary, the steps ofprocesses described herein may be performed in any order practical.Further, some steps may be performed simultaneously despite beingdescribed or implied as occurring non-simultaneously (e.g., because onestep is described after the other step). Moreover, the illustration of aprocess by its depiction in a drawing does not imply that theillustrated process is exclusive of other variations and modificationsthereto, does not imply that the illustrated process or any of its stepsare necessary to the invention, and does not imply that the illustratedprocess is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are essential orrequired. Various other embodiments within the scope of the describedinvention(s) include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that all of the plurality are essential or required.Various other embodiments within the scope of the described invention(s)include other products that omit some or all of the described plurality.

Unless expressly specified otherwise, an enumerated list of items (whichmay or may not be numbered) does not imply that any or all of the itemsare mutually exclusive. Therefore it is possible, but not necessarilytrue, that something can be considered to be, or fit the definition of,two or more of the items in an enumerated list. Also, an item in theenumerated list can be a subset (a specific type of) of another item inthe enumerated list. For example, the enumerated list “a computer, alaptop, a PDA” does not imply that any or all of the three items of thatlist are mutually exclusive—e.g., an item can be both a laptop and acomputer, and a “laptop” can be a subset of (a specific type of) a“computer”.

Likewise, unless expressly specified otherwise, an enumerated list ofitems (which may or may not be numbered) does not imply that any or allof the items are collectively exhaustive or otherwise comprehensive ofany category. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list arecomprehensive of any category.

Further, an enumerated listing of items does not imply that the itemsare ordered in any manner according to the order in which they areenumerated.

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthis patent application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in this patentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of this patentapplication. Applicants intend to file additional applications to pursuepatents for subject matter that has been disclosed and enabled but notclaimed in this patent application.

1. A method comprising: providing a first video game environment;receiving a creative work from a first player character interacting inthe first game environment; obtaining a determination of registerabilityfor the creative work; and if the creative work is registerable,registering the creative work in a virtual copyright office.
 2. Themethod of claim 1, wherein the step of obtaining a determination ofregisterability comprises comparing the creative work to otherregistered creative works in the virtual environment.
 3. The method ofclaim 1, wherein the step of obtaining a determination ofregisterability comprises comparing the creative work to other creativeworks in the real world.
 4. The method of claim 2, wherein thecomparison is performed by an Examiner.
 5. The method of claim 2,wherein the comparison is performed by a panel.
 6. The method of claim2, wherein the comparison is made by an algorithm.
 7. The method ofclaim 1, wherein all creative works are registered upon creation.
 8. Amethod comprising: providing a first video game environment; receiving acreative work from a first player character interacting in the firstgame environment; acquiring rights to the creative work from a firstplayer character; adding the creative work to a database of creativeworks created by other characters.
 9. The method of claim 8, wherein thedatabase of creative works may be accessed by other characters.
 10. Themethod of claim 8, wherein player characters must subscribe to thedatabase in order access creative works by other player characters. 11.The method of claim 10, wherein the subscription can provide access topart of the database.
 12. The method of claim 10, wherein thesubscription can provide access to the entire database.
 13. The methodof claim 10, wherein the subscription provides the ability to downloadcopies of the creative works.
 14. A method comprising: providing a firstvideo game environment; receiving a creative work from a first playercharacter; making the rights to the creative work available to a secondplayer character.
 15. The method of claim 14 further comprisingreceiving a request to purchase a creative work from a second playercharacter; receiving payment for the creative work from the secondplayer character; and transferring ownership in the creative work to thesecond player character.
 16. The method of claim 14 further comprisingreceiving a request to license a creative work from a second playercharacter; negotiating licensing terms; receiving payment for thelicense from the second player character; and authorizing the secondplayer character to perform or use the creative work.
 17. The method ofclaim 16, wherein the licensing terms depend on the venue for the use ofthe creative work.
 18. The method of claim 14, wherein the rights to thecreative work are made available on an exchange.
 19. The method of claim18, wherein the exchange may be between different virtual environments.20. The method of claim 18, wherein the different virtual environmentsmay be in different games.